Hi, I’ve been following along with the Procedural Cave Generation tutorial by Sebastian Lague since it is almost exactly what I need. The change I needed to make to the example was that I wanted the generation to be cube-like instead of angled on all edges and walls. I was able to convert the top visual look to show the cubed edges that I was looking for.
The issue and part that I have been struggling to solve is when the walls are added.
While messing with the code I noticed that the mesh requires the triangles and seems to be why the shorter 1x1 walls have a triangle mesh added but the 2x2 walls are flat like I require. Although it seems like the longer straight walls result in a larger triangle shape like so
I think what I need to do is find the 2 vertices of just the straight walls and reuse one of them to create a ‘flat’ triangle. I just don’t know exactly how to do that.
I am wondering if there is a way to simply just expand the first mesh that was created so the walls aren’t even necessary since the mesh will be vertically stretched in a way. If there is a way to do that or if someone could help me solve the problem that would be amazing. I have been playing with the scripts and googling for the past couple days. This is the first time I have dealt with procedural generation and generating meshes from it so it is still a little confusing to me. Thanks to anyone who attempts to help me solve my issue.


